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Posted

Right, there's been a bit more work done since we started releasing V18.3 so you can find the changes in the archive at the links below. To apply it, just extract the files into your Xenonauts directory and overwrite the existing files:

https://dl.dropboxusercontent.com/u/26290309/v183hotfix2.rar (link updated to Hotfix 2, which includes Hotfix 1)

CHANGELOG:

  • There's now a flat accuracy bonus for short-range shooting. If the target is within 5 tiles, the shooter gets a flat 8% boost to hit per tile, maxing out at 40%.
  • The % chance of the power cores exploding on a crashed ufo is now 20% instead of 50%.
  • Significant boost to strength of defensive turrets. Each now does slightly more damage than a Torpedo of the equivalent tech level.
  • New Xenopedia images for the Reaper autopsy, Praetor autopsy and the Alien Sniper Plasma.
  • Ammo for infantry Laser, Plasma and MAG weapons is now available in unlimited quantities on research.
  • The Electroshock grenade is also available in unlimited quantities on research.
  • Aircraft, vehicles, armour and weapons now have a sell value of 50% of their build cost.
  • Manufacturing has been rebalanced to reduce mid-to-late game build times and somewhat reduce build costs. However, alien alloy / alenium costs have now been added to all appropriate projects (previously plasma weapons etc didn't have any cost).
  • Research has been rebalanced to have longer research times for most things after Laser Weapons.
  • Marauder and Saracen aircraft art swap has now occurred (Saracen is still disabled by default).
  • Sight Ranges have been updated for both humans and aliens to stop reaction fire being such a massive issue:
    • Human Vehicles: 17 tiles
    • Basic: 16 tiles
    • Jackal: 14 tiles
    • Wolf: 15 tiles
    • Buzzard: 16 tiles
    • Predator: 15 tiles
    • Sentinel: 17 tiles
    • Most aliens: 17 tiles
    • Sebillians: 15 tiles
    • Harridans: 18 tiles

    [*]These changes are subtle but should even things up a bit. Harridans should still be able to inflict reaction fire hell on you, whereas unarmoured troops now have longer sight ranges than Sebillians to fit with the lore of them being a bit dim.

  • The Soviet Town terror map been updated slightly. The flat now has a roof and the factory door now opens correctly.
  • The Carrier and Battleship maps have been updated now so you can't see around the walls. The thin purple lines in the shroud that that give away the floorplans in some cases have also largely been corrected, but that's only in the dev build (too many tiles to include in a hotfix).

At present I'm working on fixing up the sprite issues reported in the last build, which will be included in the Desura auto-updater version (most have been updated).

Posted (edited)

Yay for sight range changes!

Good stuff, keep up the good work guys

EDIT:

Applied Hotfix.....and game saves are gone :(

That's what I get for not making backups. Oh well, I'll just start over, was getting my ass kicked anyway.

Let it be a warning to the rest of you....

Edited by embrace_Destruction
Posted

Seeing weird stuff with the accuracy fix. Some missions it doesn't seem to work, and in others its stuck at 95%. Makes assaults really damn powerful, or the same as always.

To be specific, in one mission the hit chance was 50% at point blank, and in another it was 95% at 3-4 tiles away.

Posted

Yeah, they seem to hit most of the time at close range, so maybe its just the accuracy display being incorrect rather than the actual accuracy.

They can still miss alot at point blank though, and end up shooting the feet of the alien.

Posted

I had the 'right angle shot into another trooper'. 5 shots from 2 shotguns at point blank range and only 1 dead sebbie non-com. And the survivor gunned down the uninjured one ><

Posted

Having just finally downloaded the game, I took a look through the xml files. I think the problem is in items.xml. Find "lasercell" in items.xml and replace "Normal" with "UnlimitedOnResearch".

Posted

The hotfix makes laser cells have UnlimitedonResearch already. I've also updated the hotfix to disable the final mission button appearing immediately...

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